Following anticipation, we have the principle of 
Staging,  where  the  idea  is  that  every  scene  in  the 
animation has a purpose, and the composition of this 
scene has to meet the needs of this purpose, working 
to direct the audience attention and not leave the open 
interpretation of what is happening, unless that is the 
point of the scene. 
The fourth principle is the combination of Straight 
Ahead Action  with  Pose to Pose,  the  first being  an 
animation technique where the frames are drawing in 
sequence as the action is being developed while the 
second  consist  of  first  drawing  the  necessary 
keyframes of the animation and then the in-betweens 
of it     
The fifth principle is also a combination of Follow 
Trough with Overlapping Action, which defines the 
form in which the object’s body does not stop moving 
immediately  once  the  action  is  concluded,  and  that 
they  are  attracted  to  the  gravity’s  center  of  the 
character, creating progressively a more natural and 
fluid animation. 
Slow  In  and  Out  as  a  principle  works  with  the 
acceleration and slowdown of objects, the goal is to 
avoid the movement to seem robotic and unrealistic 
by adding a slow in effect at the start of the movement 
and a slow out effect when stopping the movement.  
The seventh principle of animation is Arc, the idea 
is that natural movements from an organism can be 
usually represented by an arc, like the walking cycle 
of  a  human  character.  The  principle  consists  in  to 
avoid  using  linear  movements  since  those  usually 
cause an effect of the character being rigid, instead of 
by  using an  arc  movement, it  has  a  more  fluid and 
natural movement. 
Secondary Action as the eighth principle works as 
an adjunct to the main action of the character, which 
means that it cannot be more important and take the 
attention  of  the  viewer  out  of  the  main  action.  For 
example, in a scene where two characters are talking, 
the  gentle  gesture  of  the  hands  of  one  on  a  table 
cannot overtake the main action otherwise the viewer 
will not pay attention to what is being said. 
To dictate the rhythm of the animation we also 
have Timing as a principle, referring to the number of 
frames used in determining action, dictating the pace 
of said action, and making it more physically realistic, 
such as in an animation of a character running, where 
fewer frames will be used to present the idea of speed. 
The  tenth  principle,  Exaggeration,  to  make  the 
actions more entertaining, exaggeration is applied to 
expressions,  actions,  and  overall  elements  of  the 
scene, making the eyes bigger to express surprise, or 
making  the  character  melt  to  demonstrate  heat  are 
examples  of  how  this  principle  is  applied  to 
animations.  
Animation at the start, being mostly 2D, also used 
a lot of concepts and ideas from drawing, that is what 
the  eleventh  principle  of  animation  is  about,  Solid 
Drawing, the idea of making the drawing not appear 
as  flat,  giving  it  volume,  using  light,  shadow, 
perspective  and  avoiding  showing  asymmetric 
character.  
Lastly, we  have  Appeal  which presents  the idea 
that a character must be designed to be charismatic, 
with the objective of the spectator liking and bonding 
with  it,  drawing  the  character  with  baby-like  facial 
features  tends  to  make  them  more  appealing  to  the 
audience than one with complex facial features.  
3  DISCUSSION 
John  Bucher  (2018)  after  interviewing  Jessica 
Brillhart,  a filmmaker for  project  Spotlight, took as 
concepts for animation in virtual reality that engaging 
with  the user  feels  more like  a  dance than  a  forced 
experience,  characters  can  work  as  vessels  for  the 
story,  traditional  narratives  structures  like  three-act 
might be used, but not entirely as it is, among other 
discovery. 
The twelve principles of animation by Johnston & 
Thomas were developed during years of work in the 
Walt Disney animation studios, it was also done using 
the  traditional  type  of  media,  a  two-dimensional 
plane, to explore the narratives of an animation.  
Virtual  reality  brings  a  new  dimension,  the 
possibility to work with a tri-dimensional plane, or to 
explore the two-dimensional plane with a 360 degrees 
video, which enables the possibilities of new concepts 
being developed.  
These new concepts for 3D animation can be done 
by creating a virtual world, like an ordinary game in 
virtual reality, that runs in real-time, or more in line 
with  a  traditional  animation  that  runs  as  a  pre-
rendered work that is being displayed to the user. 
So, considering the possibilities of virtual reality, 
the  first  principle  of  Squash  and  Stretch  can  be 
explored in the immersion sense. What this means is 
that, even though the concept itself does not change, 
we can give it more depth and scale, which means, for 
example, things that stretch can go beyond the two-
dimensional  plane  by  wrapping  the  user  in  the 
movement  of  the  object,  and  since  he  is  also 
immersed in  a virtual world. The  same  idea can  be 
applied  to  the  principle  of  Secondary  Action  and 
Anticipation, we can go beyond the boundaries of a 
two-dimensional plane and enhance the impact of the